trstn

39 Decks, 199 Comments, 59 Reputation

Needs Defense Grid.

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Posted 18 July 2022 at 04:22 in reply to #647896 on eggs bene

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Wish is (2)(R) sorcery that lets you play a spell from outside the game. For some reason mtgvault won't let me add it to the deck.

Wish pairs well with MF as a backup/recursion spell for Grapeshot. It also helps fix the number of non-artifacts I need to run in the deck. There is a tenuous balance of cards within the deck. Currently the ration of Artifacts : Non-Artifacts is 43 : 17. Darksteel Citadel is included among the Non-Artifacts because it cannot be played from the topdeck despite being an Artifact; Lands are not cast, so MF doesn't apply to it. Might be worth replacing with Ancient Tomb.

So there are 17 cards that cannot be surfed and there are 8 keys, 4 MF. Since we are not currently using graveyard shenanigans, I need to brute force through the deck to get a large surf going. By including Wish, I have a way to interact with Grapeshot in case it gets exiled by MF or an opponent. It even opens a way to protect Grapeshot from mill if MF is out by exiling from topdeck instead of allowing it to go to the graveyard, which we cannot interact with.

Exiling Grapeshot with MF is risky to do mid-surf. If the Storm Counter is big, but there is no way to draw it from the top deck, then it might be best to exile and try to keep the surf going. The math is extremely tricky on that. Serum Powder lets us filter bad hands, thereby reducing the number of cards in the deck. If there are 12 lands, that's 1/5 of the deck, meaning that a land should appear almost every 5 cards, meaning almost every Serum we use to filter bad hands should include a land or 2. Then we need to play lands before we can start surfing. Assuming that it takes about 2 or 3 lands to get the deck moving, we can reasonably guess that the total number of non-surfable cards could drop down to 13 or 12 at the point we start surfing big. So we need at least 12-15 ways to remove cards from the topdeck.

Currently, there are 4 MF, 4 Voltaic Keys, and 4 Manifold Keys. There are also 4 Chromatic Stars, 4 Conjurer's Baubles, and 2 Artificer's Assistants. Normally, I would exclude Forges beyond the first, but since we are trying to surf big, we can assume that we will have more than one out in a game. Between the 4 MF and 8 Keys, we can exile the topdeck 12 times in an ideal turn/surf for 8 mana. Then the trinkets (Stars&Baubles) allow me to draw up to 8 cards for roughly ~4 mana (Helm of Awakening makes trinkets free) which is replaced by the Stars. Lastly, the two Artificer's Assistants allow me to Scry1 for every artifact I surf and help screen the topdeck. That's 22 cards to help manage the topdeck. Ignoring the fact that AA filters more than one card from the topdeck throughout the game, we can that at a minimum, the deck allows use tor remove up to 20 cards from the topdeck.

So the ratio of Non-Surfable Cards to Topdeck Interaction Cards within the deck is 17 : 22. There are about ~23% percent more cards that can filter the topdeck than there are cards that need to be filtered. Adding Wish makes it ~19% more cards than need to be filtered, assuming it doesn't replace a card that can filter the topdeck or another non-surfable card. Since we are going for a big surf one shot, 3 Grapeshots might be a bit much, as they will only get in the way early game. Running a solitary Wish allows us to cut down our copies of Grapeshot to 2 and can recover one of those two from exile. If we replace a Grapeshot with Wish, we can keep the ratio to just beneath 1/4 more filter cards. If we go down to one Grapeshot, the ratio becomes 16 : 22, which is ~28% more filter cards than non-surfable cards. It might be best to include another copy of Grapeshot in the sideboard for Wish to target as well.

The mana curve here is kind of tight, but the plan is to surf out 2-3 Helms of Awakening so that almost everything in the deck is free to cast (except for MF, Grapeshot, Artificer's Assistant, and possibly Wish?) Including a copy of Paradox Engine in the main board and side board would help guarantee a large surf as well and would provide another good target for Wish, though it does increase the demand for mana. At the very least, having the option for a strong ability like that gives a mid-game piece to help close the combo.

There are 12 cards to filter/add mana (Opal, Star, Petal) and there are 5 cards with specific color costs (AA, Grapeshot... add Wish?). Including cards like Mana Crypt or Mana Vault helps to add extra casting ability for payoff spells (which are?). Ancient tomb and Crystal Vein are good considerations for land since they also help generate mana. There should be no problems with running out of mana. Urza's Saga provides some mana and a useful tutor for 0-1CMC artifacts (think Keys, Opal, Star etc.)

I think it's tight, but it might work.

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Posted 18 July 2022 at 04:17 in reply to #647896 on eggs bene

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MFCK only works if deck is entirely artifact. Lands and Colored Permanents stall it out. If splashing non-artifact, MF goes by the wayside, though CK might still have a place.

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Posted 06 July 2022 at 01:20 in reply to #647896 on eggs bene

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Issues reliably getting MF out. Can't tutor it and eggs don't push far enough into the deck without it. Thought Monitor (7CMC, Affinity for Artifacts) might be a good. Inventor's Fair let's me tutor an artifact for 4 mana, but it's a land. Maybe swapping in some spells and lands would be good if it can help me draw quicker.

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Posted 06 July 2022 at 00:25 in reply to #647896 on eggs bene

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Altar of the Brood (AotB) is pobably a better wincon for MFCK Engine, since it procs when I play eggs and doesn't need any further interactions, unlike Sacc Engines. Salvage Titan is a must for this deck; it would be foolish not to include it.

If need be, AotB can be swapped out for another wincon. Aetherflux Reservoir (4CMC) is too expensive and has a life requirement. Dragonspark Reactor (2CMC) is cheaper and can one-shot while avoiding any requirements for popping. Pyrite Spellbomb (1CMC) is great because it's the cheapest option, but winning requires the Engine to run for longer and would need Feldon's Cane or Elixir of Immortality. At least one should be included regardless.

I could switch it up and run Grapeshot or Brain Freeze as the wincon. Storm works well with MFCK. Dragonspark Reactor is slightly better than Grapeshot since it accumulates charges over time and fires from the board but, it can also be destroyed while charging; however, Grapeshot can be countered. Maybe it's worthwhile to keep in the Sideboard, or one in the pocket so that it doesn't interfere too much with the Engine.

I'm beginning to wonder if CK is really needed. The Engine doesn't run off of CK's ability, it just gets much easier. CK also gets in the way of the Engine since it isn't an artifact. Only 2 are probably needed.

Might be worth it to ditch some artifact lands. They help proc Mox Opal, but some other lands might be more useful.

Serum Powder still seems like an important addition.

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Posted 05 July 2022 at 23:08 in reply to #647896 on eggs bene

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The problem with Scrap Trawler combos is that you can't escape the diminishing returns. You can't 'go off' with an infinite ability. You have to carefully assemble your board and then pop on one turn. I think it takes too long to put together.

MF CK combo is also kind of wonky since it relies on pieces that I can't tutor. AI isn't even in the current iteration this comment is coming from. As long as one of the two comes out, then going through the deck gets easier. MF (4CMC) is probably better than CK but CK is 2CMC so is easier to cast early.

Since this combo is focused on deck thinning, it can populate the field with plenty of eggs for Mecha Craw Wurm. Cast on sight.

Also, you can hold onto your eggs for longer while MF and/or CK thin the deck before hand. Save the eggs with draw effects for when the topdeck stalls out. Between MF casting from topdeck, CK scrying cards out via casting eggs, MF tap to exile topdeck, AND cracking eggs to draw cards, the Engine shouldn't stall too quickly. Remove lands or other MF / CK (though additional CK on board would mean more Scry1 procc's).

MF CK combo is dependent on HoA (mostly) or LoY (lesser) to work. Engine can only run for a few cards at most without them. Seriously considering Serum Powder for more pre-game maneuverability.

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Posted 05 July 2022 at 04:09 in reply to #647896 on eggs bene

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Notes to Self:

Furnace Celebration makes good use of the mana generated from KCI; it's even stronger if paired with Scrap Trawler. Add Juri, Master of the Revue for even more points. Or Dragonspark Reactor, which might be the better fit.

Thought Monitor looks like the best way to get more draws without needing the engine, but depends on affinity for low cast cost. Contraband Kingpin (CK) is also strong, since it's 2CMC but isn't an artifact. Realistically, CK could replace Artificer's Intuition (AI).

Mystic Forge (4CMC) lets you cast from the top of deck and can tap to remove another Mystic Forge from the topdeck. Pairs really well with CK, KCI Emrakul Turbo, Dragonspark Reactor, really all Sacc Engines, but is too much mana to pair with them. Therefore, Mystic Forge would need to be made into its own Engine.

Mystic Forge + Contraband King:

MF reveals top card of library and let's us cast from deck. Together with HoA or Locket of Yesterdays (LoY), many artifacts are free. If there is a card that is unfavorable to the engine, CK can screen that card and send to the bottom of deck with Scry1 as long as an artifact is cast. This process can be repeated. If that doesn't work, then MF can tap to remove the topdeck again and keep the Engine moving.

Combo with Dragonspark Reactor/Burn or KCI Turbo or just pull out 4 Mecha Craw Wurms. Suit Yourself.

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Posted 05 July 2022 at 02:07 as a comment on eggs bene

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Oooo I like Fatal Push, especially since I can guarantee that the 2nd ability will trigger by sacc'ing a creature to Indulgent Aristocrat! I was also thinking that I need a way to refill my hand, but I was hoping there might be another, better way. It's not that I think Dusk Legion Zealot is bad, I just worry a bit about the attack power of the deck. I'll definitely consider adding a couple though.

Thank you for the advice!

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Posted 04 July 2019 at 13:50 in reply to #625980 on B/R Vampire

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Thank you for the advice!

I agree that Markov Blademaster and Falkenrath aren't the best vampires overall, but both benefit extensively from the +1/+1 counters this deck provides, beyond just "oh look I'm a little stronger." I definitely agree that Falkenrath Exterminator could and probably should be replaced with a more effective spell, but I'm hesitant to remove Markov Blademaster completely, if for no other reason than pairing Markov Blademaster with an Inquisitor's Flail really is a devastating combo. Maybe I'll just reduce the number of them within the deck to 2 instead of 4.

If only I could find an easy way to give my creatures trample without going too far out of my own way...

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Posted 03 July 2019 at 17:14 in reply to #625964 on B/R Vampire

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I definitely agree that turn 1 plays aren't everything, I don't have any turn 1 combo decks, as many are very expensive to create and, as you said, are very reliant on clinching the opening hand. Games like that are games won before they even start, which kind of defeats the purpose, imo.

Thank you for sharing that link, I'm going to use it to better understand the decks I'm currently building and have already built. I also agree that it is unrealistic in some respects for this deck to have a guaranteed turn 1 play, but I think it's also important to note that there are a few niche cards that can bypass mana costs, which might prove useful.

Simian Spirit Guide, which I had mentioned before, is useful at almost any point in the game and can let you cast spells that you might not have been able to cast at any particular turn, so at the very least, I'm committed to the idea that it would have a good impact on this deck. I would personally replace Iron Myr with SSG, especially since there are cards that more effectively reduce the cost of summoning dragons. The myr just feels too slow, imo.

I strongly agree with many of your points, especially your claim that this deck needs a game-changer by turn 5, especially considering your points concerning mid-range and control decks, which is why I agree with one of the earlier comments that Scourge of Valkas is a strong card to consider adding.

At the same time, I think this deck will really struggle against noncreature-spell heavy decks, So some form of board removal (destroying target permanent(s), or target artifact/enchantment) would do wonders for the mid-game of this deck, like the comment below points out. I think this deck would benefit from at least a splash of another color.

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Posted 27 June 2019 at 15:48 in reply to #625787 on Any additional help please?

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I agree with the comments that u probably need to add some removal spells. My biggest thing is having a turn one play in all my decks. Without a turn 1 play, you're putting yourself (or your cousin) at a HUGE disadvantage against aggro decks. Idk what your mtg scene is like, whether it's mostly casual or competitive or casually competitive.

My brother and I never stuck to any formats, so the arms race between our decks got intense very quickly. Turn 1 plays are usually what tips the games we play, if only cause it gets the ball rolling and eventually a snowball begins to happen where one of us is just doing more per turn than the other.

To that end you might wanna consider cards like Lightning Bolt, Simian Spirit Guide (don't summon, just exile from hand for mana), or Gamble, which will let you make some early moves. I would also consider cards like Final Fortune, Last Chance, or Warrior's Oath, which can let you scrape that victory by the skin of your teeth in those high intensity situations.

Sorry if this post is getting too large, but one of the last points I want to make is that you should consider adding some non-basic lands, especially since you have cards like Ruby Medallion and Geosurge. Assuming you don't steamroll your opponent in 3 or 4 turns, you'll eventually have an excess of mana and a lack of places to spend it. Even if you jack up the nearest dragon with an activated ability, you might still have some leftover. Valakut, the Molten Pinnacle is a perfect addition that would let you keep pumping out damage to supplement your attack power and remove potential threats/blockers at the same time.

Also consider adding cards that let you draw, so that you can refill your hand and keep casting multiple spells per turn. Nothing sucks more than an empty hand, cause your opponent will know that you have no tricks up your sleeve.

The name of the game is actions per turn. Once you can focus those actions towards a unified goal, this deck will go from a cutesy dragon tribal deck to a frighteningly aggro dragon-burn deck. Idk what your deck-building process is, but consider these key questions: What does this deck's first three turns look like? Are the first three turns consistent or variable? What is the specific win condition of this deck, and what's the quickest way to fulfill that condition? Are there any redundancies within the deck and if so, how important is it to have those cards that do essentially the same thing?

Okay, I'll stop here... sorry if this was too much. Good luck with the deck and I hope your cuz appreciates all the work you put into this!!

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Posted 27 June 2019 at 00:42 as a comment on Any additional help please?

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medomai the ageless??

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Posted 03 May 2014 at 15:59 as a comment on End my turn... if you can

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Yeah maybe, but consistency helps make a deck better because you can solidify your game plan, rather than having to wonder at if the card you need is gonna come up soon. I mean, the point is kinda moot since the only cards you have one of are all removal spells and you already have plenty of those. And yeah you have almost as many removal spells as you have creatures lol. Try the simic cards I suggested!! They're useful for exchanging +1/+1 counters as a surprise attack or to keep them from fading when a creature is about to die

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Posted 19 February 2014 at 04:19 in reply to #439772 on Flesh Decay

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imho, there's no point to putting only one of a card into a deck b/c the chances of you pulling it are too small for it to really contribute to your deck. And you already have a ton of removal, I'd personally get rid of some of them and also add more of the same card for consistency. Also, why mutavault?

Maybe add some simic cards like experiment one, bioshift, give//take

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Posted 18 February 2014 at 05:52 as a comment on Flesh Decay

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Agree. Get Mogis in there!!

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Posted 15 February 2014 at 21:11 in reply to #438737 on Rakdos Om Nom Nom

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HONEY BADGERS!!! I love how Charging Badger has trample even though it's only a 1/1 XD

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Posted 15 February 2014 at 21:03 as a comment on Badger Devotion

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Someone may have already suggested this (idrk cause I didn't read too many of the comments), but Doorkeeper would get some early game milling in there

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Posted 15 February 2014 at 17:42 as a comment on Mill to Kill

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Good way to build mana w/out many lands is to use Hidden Strings on Flitterstep Eidolon or Siren of the Silent Song (or something that can get through defenses) and untap lands, then re-tap for 2 more mana ;D and that's if you have only one Hidden Strings Out

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Posted 15 February 2014 at 17:40 in reply to #438361 on Mill to Kill

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Ohh I didn't even see that combo either lol. Nevermind then, you got this figured out. I know it doesn't necessarily fit in with the theme but maybe a Diabolic Tutor or two?? Just to make sure you don't have one of those games where you can't seem to draw one at all

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Posted 15 February 2014 at 06:55 in reply to #438594 on Negative

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Goddamn that's clever lol. Then I suppose my only advice would be to maybe find some creature or other spell that does damage when an opponent's creatures die. Also, check out Dismember, from New Phyrexia, I believe. -5/-5, cmc=3 but two are phyrexian mana so it can come out of nowhere. Great for removing really big creatures.

* also, maybe run more of that legendary enchantment to increase the chance of you getting it
** also also, Cower in Fear is cool cause it specifically targets creatures your opponents control.. and not just one opponent, ALL opponents. cmc=3; 1colorless 2B.. but it only does -1/-1, sadly );

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Posted 15 February 2014 at 06:47 in reply to #438594 on Negative

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